/*
This file was generated with BOGLE
*/
#include <GL/glut.h>

void _drawUFO()
//object name: Cylinder
{
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(0.114048, -0.986877, 0.114048);
	glVertex3f( 0.707107, -0.370096, 0.707107);
	glNormal3f(0.134129, -0.986877, 0.089602);
	glVertex3f( 0.831470, -0.370096, 0.555570);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(0.134129, -0.986877, 0.089602);
	glVertex3f( 0.831470, -0.370096, 0.555570);
	glNormal3f(0.149022, -0.986877, 0.061708);
	glVertex3f( 0.923880, -0.370096, 0.382683);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(0.149022, -0.986877, 0.061708);
	glVertex3f( 0.923880, -0.370096, 0.382683);
	glNormal3f(0.158208, -0.986877, 0.031465);
	glVertex3f( 0.980785, -0.370096, 0.195090);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(0.158208, -0.986877, 0.031465);
	glVertex3f( 0.980785, -0.370096, 0.195090);
	glNormal3f(0.161321, -0.986877, 0.000000);
	glVertex3f( 1.000000, -0.370096, 0.000000);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(0.161321, -0.986877, 0.000000);
	glVertex3f( 1.000000, -0.370096, 0.000000);
	glNormal3f(0.158208, -0.986877, -0.031465);
	glVertex3f( 0.980785, -0.370096, -0.195090);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(0.158208, -0.986877, -0.031465);
	glVertex3f( 0.980785, -0.370096, -0.195090);
	glNormal3f(0.149022, -0.986877, -0.061708);
	glVertex3f( 0.923880, -0.370096, -0.382683);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(0.149022, -0.986877, -0.061708);
	glVertex3f( 0.923880, -0.370096, -0.382683);
	glNormal3f(0.134129, -0.986877, -0.089602);
	glVertex3f( 0.831470, -0.370096, -0.555570);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(0.134129, -0.986877, -0.089602);
	glVertex3f( 0.831470, -0.370096, -0.555570);
	glNormal3f(0.114048, -0.986877, -0.114048);
	glVertex3f( 0.707107, -0.370096, -0.707107);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(0.114048, -0.986877, -0.114048);
	glVertex3f( 0.707107, -0.370096, -0.707107);
	glNormal3f(0.089602, -0.986877, -0.134129);
	glVertex3f( 0.555570, -0.370096, -0.831470);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(0.089602, -0.986877, -0.134129);
	glVertex3f( 0.555570, -0.370096, -0.831470);
	glNormal3f(0.061708, -0.986877, -0.149022);
	glVertex3f( 0.382683, -0.370096, -0.923880);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(0.061708, -0.986877, -0.149022);
	glVertex3f( 0.382683, -0.370096, -0.923880);
	glNormal3f(0.031465, -0.986877, -0.158208);
	glVertex3f( 0.195090, -0.370096, -0.980785);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(0.031465, -0.986877, -0.158208);
	glVertex3f( 0.195090, -0.370096, -0.980785);
	glNormal3f(0.000000, -0.986877, -0.161321);
	glVertex3f( -0.000000, -0.370096, -1.000000);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(0.000000, -0.986877, -0.161321);
	glVertex3f( -0.000000, -0.370096, -1.000000);
	glNormal3f(-0.031465, -0.986877, -0.158208);
	glVertex3f( -0.195091, -0.370096, -0.980785);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(-0.031465, -0.986877, -0.158208);
	glVertex3f( -0.195091, -0.370096, -0.980785);
	glNormal3f(-0.061708, -0.986877, -0.149022);
	glVertex3f( -0.382684, -0.370096, -0.923879);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(-0.061708, -0.986877, -0.149022);
	glVertex3f( -0.382684, -0.370096, -0.923879);
	glNormal3f(-0.089602, -0.986877, -0.134129);
	glVertex3f( -0.555571, -0.370096, -0.831469);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(-0.089602, -0.986877, -0.134129);
	glVertex3f( -0.555571, -0.370096, -0.831469);
	glNormal3f(-0.114048, -0.986877, -0.114048);
	glVertex3f( -0.707107, -0.370096, -0.707106);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(-0.114048, -0.986877, -0.114048);
	glVertex3f( -0.707107, -0.370096, -0.707106);
	glNormal3f(-0.134129, -0.986877, -0.089602);
	glVertex3f( -0.831470, -0.370096, -0.555570);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(-0.134129, -0.986877, -0.089602);
	glVertex3f( -0.831470, -0.370096, -0.555570);
	glNormal3f(-0.149022, -0.986877, -0.061708);
	glVertex3f( -0.923880, -0.370096, -0.382683);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(-0.149022, -0.986877, -0.061708);
	glVertex3f( -0.923880, -0.370096, -0.382683);
	glNormal3f(-0.158208, -0.986877, -0.031465);
	glVertex3f( -0.980785, -0.370096, -0.195089);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(-0.158208, -0.986877, -0.031465);
	glVertex3f( -0.980785, -0.370096, -0.195089);
	glNormal3f(-0.161321, -0.986877, 0.000000);
	glVertex3f( -1.000000, -0.370096, 0.000001);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(-0.161321, -0.986877, 0.000000);
	glVertex3f( -1.000000, -0.370096, 0.000001);
	glNormal3f(-0.158208, -0.986877, 0.031465);
	glVertex3f( -0.980785, -0.370096, 0.195091);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(-0.158208, -0.986877, 0.031465);
	glVertex3f( -0.980785, -0.370096, 0.195091);
	glNormal3f(-0.149022, -0.986877, 0.061708);
	glVertex3f( -0.923879, -0.370096, 0.382684);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(-0.149022, -0.986877, 0.061708);
	glVertex3f( -0.923879, -0.370096, 0.382684);
	glNormal3f(-0.134129, -0.986877, 0.089602);
	glVertex3f( -0.831469, -0.370096, 0.555571);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(-0.134129, -0.986877, 0.089602);
	glVertex3f( -0.831469, -0.370096, 0.555571);
	glNormal3f(-0.114048, -0.986877, 0.114048);
	glVertex3f( -0.707106, -0.370096, 0.707108);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(-0.114048, -0.986877, 0.114048);
	glVertex3f( -0.707106, -0.370096, 0.707108);
	glNormal3f(-0.089602, -0.986877, 0.134129);
	glVertex3f( -0.555569, -0.370096, 0.831470);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(-0.089602, -0.986877, 0.134129);
	glVertex3f( -0.555569, -0.370096, 0.831470);
	glNormal3f(-0.061708, -0.986877, 0.149022);
	glVertex3f( -0.382682, -0.370096, 0.923880);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(-0.061708, -0.986877, 0.149022);
	glVertex3f( -0.382682, -0.370096, 0.923880);
	glNormal3f(-0.031465, -0.986877, 0.158208);
	glVertex3f( -0.195089, -0.370096, 0.980786);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(-0.031465, -0.986877, 0.158208);
	glVertex3f( -0.195089, -0.370096, 0.980786);
	glNormal3f(0.000000, -0.986877, 0.161321);
	glVertex3f( 0.000002, -0.370096, 1.000000);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(0.000000, -0.986877, 0.161321);
	glVertex3f( 0.000002, -0.370096, 1.000000);
	glNormal3f(0.031465, -0.986877, 0.158208);
	glVertex3f( 0.195092, -0.370096, 0.980785);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(0.031465, -0.986877, 0.158208);
	glVertex3f( 0.195092, -0.370096, 0.980785);
	glNormal3f(0.061708, -0.986877, 0.149022);
	glVertex3f( 0.382685, -0.370096, 0.923879);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glNormal3f(0.061708, -0.986877, 0.149022);
	glVertex3f( 0.382685, -0.370096, 0.923879);
	glNormal3f(0.089602, -0.986877, 0.134129);
	glVertex3f( 0.555572, -0.370096, 0.831469);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_TRIANGLES);
	glNormal3f(0.089602, -0.986877, 0.134129);
	glVertex3f( 0.555572, -0.370096, 0.831469);
	glNormal3f(0.114048, -0.986877, 0.114048);
	glVertex3f( 0.707107, -0.370096, 0.707107);
	glNormal3f(0.000000, -1.000000, 0.000000);
	glVertex3f( 0.000000, -0.370096, 0.000000);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_QUADS);
	glNormal3f(0.114048, -0.986877, 0.114048);
	glVertex3f( 0.707107, -0.370096, 0.707107);
	glNormal3f(0.706442, -0.042695, 0.706442);
	glVertex3f( 3.590444, 1.000000, 3.590431);
	glNormal3f(0.830683, -0.042695, 0.555040);
	glVertex3f( 4.221912, 1.000000, 2.820982);
	glNormal3f(0.134129, -0.986877, 0.089602);
	glVertex3f( 0.831470, -0.370096, 0.555570);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_QUADS);
	glNormal3f(0.134129, -0.986877, 0.089602);
	glVertex3f( 0.831470, -0.370096, 0.555570);
	glNormal3f(0.830683, -0.042695, 0.555040);
	glVertex3f( 4.221912, 1.000000, 2.820982);
	glNormal3f(0.923032, -0.042695, 0.382305);
	glVertex3f( 4.691135, 1.000000, 1.943124);
	glNormal3f(0.149022, -0.986877, 0.061708);
	glVertex3f( 0.923880, -0.370096, 0.382683);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_QUADS);
	glNormal3f(0.149022, -0.986877, 0.061708);
	glVertex3f( 0.923880, -0.370096, 0.382683);
	glNormal3f(0.923032, -0.042695, 0.382305);
	glVertex3f( 4.691135, 1.000000, 1.943124);
	glNormal3f(0.979888, -0.042695, 0.194891);
	glVertex3f( 4.980080, 1.000000, 0.990593);
	glNormal3f(0.158208, -0.986877, 0.031465);
	glVertex3f( 0.980785, -0.370096, 0.195090);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_QUADS);
	glNormal3f(0.158208, -0.986877, 0.031465);
	glVertex3f( 0.980785, -0.370096, 0.195090);
	glNormal3f(0.979888, -0.042695, 0.194891);
	glVertex3f( 4.980080, 1.000000, 0.990593);
	glNormal3f(0.999084, -0.042695, 0.000000);
	glVertex3f( 5.077643, 1.000000, -0.000006);
	glNormal3f(0.161321, -0.986877, 0.000000);
	glVertex3f( 1.000000, -0.370096, 0.000000);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_QUADS);
	glNormal3f(0.161321, -0.986877, 0.000000);
	glVertex3f( 1.000000, -0.370096, 0.000000);
	glNormal3f(0.999084, -0.042695, 0.000000);
	glVertex3f( 5.077643, 1.000000, -0.000006);
	glNormal3f(0.979888, -0.042695, -0.194891);
	glVertex3f( 4.980076, 1.000000, -0.990601);
	glNormal3f(0.158208, -0.986877, -0.031465);
	glVertex3f( 0.980785, -0.370096, -0.195090);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_QUADS);
	glNormal3f(0.158208, -0.986877, -0.031465);
	glVertex3f( 0.980785, -0.370096, -0.195090);
	glNormal3f(0.979888, -0.042695, -0.194891);
	glVertex3f( 4.980076, 1.000000, -0.990601);
	glNormal3f(0.923032, -0.042695, -0.382305);
	glVertex3f( 4.691128, 1.000000, -1.943129);
	glNormal3f(0.149022, -0.986877, -0.061708);
	glVertex3f( 0.923880, -0.370096, -0.382683);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_QUADS);
	glNormal3f(0.149022, -0.986877, -0.061708);
	glVertex3f( 0.923880, -0.370096, -0.382683);
	glNormal3f(0.923032, -0.042695, -0.382305);
	glVertex3f( 4.691128, 1.000000, -1.943129);
	glNormal3f(0.830683, -0.042695, -0.555040);
	glVertex3f( 4.221904, 1.000000, -2.820984);
	glNormal3f(0.134129, -0.986877, -0.089602);
	glVertex3f( 0.831470, -0.370096, -0.555570);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_QUADS);
	glNormal3f(0.134129, -0.986877, -0.089602);
	glVertex3f( 0.831470, -0.370096, -0.555570);
	glNormal3f(0.830683, -0.042695, -0.555040);
	glVertex3f( 4.221904, 1.000000, -2.820984);
	glNormal3f(0.706442, -0.042695, -0.706442);
	glVertex3f( 3.590435, 1.000000, -3.590429);
	glNormal3f(0.114048, -0.986877, -0.114048);
	glVertex3f( 0.707107, -0.370096, -0.707107);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_QUADS);
	glNormal3f(0.114048, -0.986877, -0.114048);
	glVertex3f( 0.707107, -0.370096, -0.707107);
	glNormal3f(0.706442, -0.042695, -0.706442);
	glVertex3f( 3.590435, 1.000000, -3.590429);
	glNormal3f(0.555040, -0.042695, -0.830683);
	glVertex3f( 2.820988, 1.000000, -4.221896);
	glNormal3f(0.089602, -0.986877, -0.134129);
	glVertex3f( 0.555570, -0.370096, -0.831470);
	glEnd();
	glShadeModel(GL_FLAT);
	glBegin(GL_QUADS);
	glNormal3f(0.089602, -0.986877, -0.134129);
	glVertex3f( 0.555570, -0.370096, -0.831470);
	glNormal3f(0.555040, -0.042695, -0.830683);
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}
